ALRIGHT so every discussion about the meh status of cons brings out the "but what about grens then" and every attempted discussion about grens brings out the "well cons barely beat them now, what about after?" discussions. this is something we can all agree, this relationship is more or less balanced. enter WFA. fuck balance, cons get murdered by volks, grens get eaten by tommies and rifles or wiped anything with more AOE than a rain drop
we have to ask ourselves: is the relationship between cons and grens something we keep? is it the holy grail we draw WFA into? or is it holding the EFA behind?
in the case that it is the latter i would like to explore FAIRLY low work avenues to bring the EFA up to the unique and powerful standards of the WFA
in the even that we decide the latter i would like to talk about how to break cons away from grens and instead become what they were SUPPOSED to be, a unique utility unit that is expendable
but first we need to think: what makes us want to keep our troop alive?
basic human decency
our generals yell at us when we lose them
well heres the thing, cons cant be expendable if they bleed us and we dont WANT to lose them if they are getting vetted. we want to preserve that. and that, is what i would like to change
im going to list the changes and then why
so heres the idea:
-restructure soviet into a linear tech with the exact same unit composition as now, just....linear
-pacing similar to UKF, full tech to full tech (minus hammer/anvil) so t1 would be built ~brit t1
-increase starting manpower
-conscript squad as starter unit
-CE now gain satchels, penals lose them
-Cons no longer gain vet
they would look something like:
molotov for free but long cooldown
only 4 rifles (2 unarmed models)
this allows the soviet to grab lots of ground to start but unable to hold the line individually (but multiple squads will do not so poorly)
with CE needing to be built we allow the soviet to start on field control ASAP but also dont need to retreat when the fuel arrives to tech up.
once T1 is built, the player will gain access to penals, snipers and cars, but more importantly PASSIVE buffs to cons, no fuss and no fuckery
t1 would return the cons 1 of their missing rifles, speed up the cooldown on the molitov, receive their AT nade and reduce their target size slightly
this makes cons a little better at fighting, but still leaves lots of room for penals, who now fill a strictly combat role. no demolition, no utility, no flexibility, gain shock troop grenade (wooo)
once t2 is teched further buffs to cons are given:
they get their last rifle back and a small reduction in reinforcement cost. nothing too big, but now we have cons like we have now, but at the bargain price of 200mp as well as penals to do heavy lifting, and maxims to suck suppress the enemy do their thing.
t3 once teched would get their vet 2 buff applied
t4 would grant half its current vet 3 bonuses as well as a -10% rec acc buff and 10% rof buff and 10% faster decap/capping speed when using oorah
the idea is that as the game progresses you arent too worried about losing your conscripts because there are many more to take their place, they WILL be less effective stat wise than they are now by games end, but also cheaper and better supported. additionally by breaking cons away from what they are now, grens can be changed to better represent mainline infantry post WFA instead of pussy footing around how cons will react, trying to balance a core combat unit around how it will react vs cannon fodder is as foolish as balancing cannon fodder around a mainline combat unit
now, this is a work in progress, nothing is set in stone by ANY MEANS i would like your constructive input on the idea, possible tweaks... all that jazz.
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